AeonIlluminate
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So, the way Expenditures works for Fervour is we pay for Meditations out of our Replenish, so noting down how much that is helps. The other things, attacks, defenses, etc are all paid for every time we use them. The way you have written out expenses assumes we only use each move one, when several will be used a bunch each round, mainly Clever Deflection. Therefore it will be a bunch more Fervour per round than you think, and it also isn't particularly guessable. If you want to write out the cost of each individual attack etc to save the DMs looking it you, you can, but putting down the cost of using each attack once isn't particularly helpful.-[X] Expenditures: 11 Fervour on Meditations, 14 Fervour on Attacks, 1 on Clever Deflection, 3 Fervour on Pulling The Web
First off, for pricing stuff, see my explanation to TehChron below the first quote. So, plan wise, his armour gives him 10-20hp, and he probably has 6/7 Body Stat, so thats another 60-70hp. He is somewhere between 70-100hp total, and unless he has water armour or whatever to give himself like 40hp+ he simply explodes if a GKB lands. Yeah, he has a 2/3rds chance to not actually stay dead, but it might not be a good look to splatter him across the ring. Maybe swap down to Black Scratch, it will still deal enough damage to score, it costs half as much to use, and doesn't quite instakill him. It takes 2-3 hits to kill him instead, and won't send him like 50hp into the negative so we can argue he's just unconscious.[X] Plan To Lame or To Not To Lame?
-[X] Stance: Perfect Footing, Vanguard's Prayer, Darting Strike, Faulty Ground, Clever Deflection, Francisca Toss, Pulling the Web, Giant Killing Blow
-[X] Expenditures: 5 Fervour on Meditations, 24 Fervour on Attacks, 1 on Clever Deflection, 3 Fervour on Pulling The Web
-[X] Tactics: Use Faulty Ground to lay down hama-based traps around the dueling field over the course of the match. Make Efforts to stay mobile and avoid ranged attacks, Hard-Fall Stance, Darting Strike to try and come in close and keep up pressure. Be willing to use Giant Killing Blow if Beckson switches from gaining distance to try and clos in on us. Use Francisca Toss to try and herd Beckson, or bait out defenses, retrieving Francisca on rounds when unable to otherwise attack him. Ideally bait Beckson into Faulty Ground stumbling, even if unable to truly finish him off. Don't overcommit if unnecessary. Feint going for a Black Scratch or GKB to help enable when necessary.
So, this is a small change to the plan to lame, its assuming a shorter fight with more emphasis on securing or denying advantage in 3 rounds. I'm not saying that the axe is unimportant, but I think being able to pull out a strike strong enough to effectively knock him out of the running if he overcommits will do a lot to keep him honest for the faulty grounds and axe tossing to take their toll. We're sacrificing a bit of absolute staying power if this fight really drags on in exchange for more flexibility and ability to punish and thus keep him on edge and make him play around the risk.
Not sure if I did the plan right, just removed the prayer's meditation cost and budgeted enough fervour for attack for (without order) GKB+Toss+DS, GKB+DS+DS, or GFB+FG+DS- but if it's just the absolute cost of all our attacks we should still barely squeak under 40 fervour
Also, burning over 40 fervour a turn is fine, we have a reserve of 60 at the start of the fight, plus your calculations are a bit fucked as Vanguard's Prayer gives us +1 Speed, so we're paying for a 4th attack that probs pushes us over 40/round anyway.
The "gathering thread" is probably just him gathering Orthstirr, as it is typically described as threads of Orthstirr.On closer look, Audrey is noting that he's gathering thread, so the water magic might just be to recover the axe after a throw but I am incredibly reluctant to assume his defensive suite is as anemic as it looks.